Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!

Seen in 24% of the last 50 competitive decks.

2

Spear Goblins

Guide

~Deck Viable as of 12/17/2016~

INTRODUCTION:-

Hi guys. It's Hammad again. This is my third deck I will be showing you guys. It has helped me reach 2900+ trophies (my best so far). I have made sure this deck can counter everything in the meta, and does well against everything in the game if played correctly.

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*TYPE: Control-

Work on getting Elixir advantages. This is possible by countering your opponent's pushes with the most efficient use of Elixir possible.

-Witch (no pushback, less health, less damage, attacks faster, projectile does not go through troops, can attack aerial, unit producing)

{Miner} FAIRLY CHEAP MINI-TANK; CAN SPAWN ANYWHERE

-Can spawn anywhere unharmed

-Mini-Tank

-Low Elixir cost

-Can snipe troops in an oncoming push (i.e. Musketeer from a Giant-Musketeer push)

-Distraction

-Amazing at launching counter pushes

-Can help on defense, if needed

+Replacements+

|-NOT RECOMMENDED TO REPLACE-|

-Graveyard (spell, more expensive)

-Hog Rider (can be distracted by buildings and killed on the way to the crown tower, more health and much more damage, only attacks buildings, more expensive)

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!Strategy!

In the beginning, observe your starting hand. If you have a defensive hand, wait for your opponent to do something. If you have an offensive hand, launch a cheap push (i.e. Miner + minions). DO NOT LAUNCH AN EXPENSIVE PUSH IN THE BEGINNING. Do not use arrows (in case the opponent has minion horde). If you have a bad hand (i.e. Lightning, log, inferno tower, arrows), launch a cheap thing (w/ the exception of arrows) to cycle. Otherwise, wait for opponent to make the first move.

Once you know your opponent's cards, counter them the best way possible. Once everything is countered, you might have some remaining troops (i.e. Bowler with half health and almost dead minions). If you do, cycle to your miner, if necessary, and use it to launch a counter push. Abandon push if it's getting too expensive or if it fails. Always keep some Elixir on hand. If situation is not looking good for you, or if everytime your's and your opponent's pushes play out and you have more damage done on you, reset and change your playstyle. Otherwise, do your best for a tie....and trust me, tying is actually pretty easy with this deck because on defense, miner is almost like a knight, and control decks are very easy to tie with, especially if you are aiming for a tie.

[Win Factors]

>Lightning Chip damage (slow)

>Miner Chip damage (slow)

>Miner counter-push (fast, but risky)

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>MATCH-UPS<

*Like I promised you guys, there aren't any weaknesses. However, a couple decks are a bit hard to play against.....

~Airfecta (Lava Hound Double Dragon)~

+Difficulty: Hard

-When the opponent deploys the lava hound, deploy mega minion or bowler at back. If you don't have those cards on hand, minions will do. As soon as the hound reaches the bridge, plant inferno tower towards the middle to distract it. If the opponent places a mega minion, use your mega minion to counter it. If the opponent plays Inferno Dragon, use minions or mega minions. Bowler and log can deal with any ground troops. When the pups spawn, arrow them. Turn your leftover troops to offense by counter pushing with miner.

Don't worry if the opponent lightnings the Inferno tower, as then he won't have enough enough to put other stuff behind. If he does lightning, either leave the hound alone and arrow it when it pops, or use mega minion/minions to speed up the process and then arrow, if necessary.

-If the opponent is able to lightning the inferno tower and put behind support behind the hound (will most likely happen if you made some mistakes), take card of support behind the hound and arrow the pups.

~Lava Hound buildup decks~

+Difficulty: Medium-Hard

-Refer to strategies above.

-If opponent uses ground support, use bowler.

-If opponent uses graveyard, use bowler/minions to clean it up. If you decide to use bowler, understand that you might suffer around 200-600 damage. If you use minions, be sure to have the hound distracted towers the inferno tower so minions only target the graveyard. Keep in mind if the opponent has any card that can take out minions. If they do, keep other cards on hand.

-If the opponent uses miner, take card of it with troops IF the hound is not going to pop soon. If the hound is about to pop, keep arrows on hand/cycle to them to take card of pups. Then deal with miner.

~Graveyard Freeze~

+Difficulty: Medium

-While this combo is expensive, it can easily take out the tower if not countered properly.

-Minions/Bowler can counter the graveyard. However, since the opponent has freeze, don't use all troops on graveyard. Use 1 counter for graveyard, and when the opponent freezes, use the other counter. Worst case scenario, use log to prevent excessive damage on your tower.

-After countering, make sure you have miner to counter push. Other wise, your weakened troops will die off before they do anything, and the opponent will chip you to your defeat.

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So there you go guys. I hope this simple but powerful deck can help you guys!